Solodeveloping CELLSHOCK, a creature-catching roguelike in UE5. AAA dev by day. All-things game design, art, and dev.

Joined March 2014
Photos and videos
Hot take: AI games will only be successfully made by experienced industry developers who are essentially generalists with broad knowledge of every aspect of gamedev and know how to ship. That’s why we’re not seeing much in terms of AI. The fantasy of one-shotting something isn’t going to happen.
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My daughter and I played Starseeker. We normally play Astroneer. And…idk. We didnt get far on SS but I can already tell that it just doesn’t feel like Astroneer. Doesn’t have that same spirit of wonder.
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Working on the first character for CELLSHOCK. Two directions. Left: armored, marksman-rifle guy, built for war. Right: ghoulish-tech, golem-like. Which fits a survival game better? #screenshotsaturday #gamedev #indiedev
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I'm trying to resist sketching level design for the next environment--this is what I'm eyeing as an inspiration.
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People forget that no one owes us anything. Competition is high—if you’re unwilling to be extra, others will. Fair? Nothing ever has been.
For 3D students: Most I’ve met simply aren’t doing the hours needed to get into the industry. Studying only 10:00-16:00 every day won’t cut it - particularly since only a portion of the day is spent on actual work.
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Gamers and consumers shouldn’t be responsible for ensuring a studio succeeds. That’s not how business works.
Former Bungie community manager Liana Ruppert discussed criticism of Marathon and comparisons to Destiny 2. She said supporting Marathon is “the only path forward right now” for fans wanting future projects, including a possible Destiny 3. She said people are “comparing apples to oranges” when using Destiny 2’s player numbers to judge Marathon, as it is an extraction shooter for a smaller audience, similar to Escape from Tarkov. Destiny players are mad and said they don't want to buy or play a game just to support Bungie.
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CELLSHOCK's first level blockout--almost done. After cutting off some areas, refining looping paths and interiors, and fleshing out the big tree exit path, it's time to get this back in UE5 for testing. #gamedev #indiegames #gaming
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Sketching characters always starts rough and then shapes start to stick out. Lots ahead before any of the CELLSHOCK characters get to a final state. #gamedev #indiedev
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Happy to reveal the logo for CELLSHOCK. It’s a temp intro concept. Eventually more iterations will be done until release.

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Changes in place after making adjustments to my level design. Time to implement and test out in game. Does this remind you of any particular levels from another game? #gamedev #indiedev
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[INFO] 2026-06-07 12:48:47 [GAME-DEV-LOG] [SYSTEM] LOGO: COMPLETE ✓ [CORE] Premise loaded successfully: Survival action roguelike with creature-catching/summoning mechanics. Primary environment: Lunar interior (subterranean Moon base / cavern network). [METADATA] #gamedev #indiedev [STATUS] Project bootstrap phase: VISUAL_IDENTITY [NEXT] Proceeding to core loop implementation...
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It feels good to see XBOX making the right moves again. I think I may just get a console at some point this year.
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You know what AI can't do? Real concept art. Like figuring out how to solve problems in level design and how to bridge a solution to art. Round 2 of refining my greybox--it got too big. Time to prune parts I don't need. #gamedev #indiedev
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What am I solving for exactly? - Too much space, too much open line of sight - Using roots to create some more vertical looping - Adding a large exposed tree you can walk under as another POI
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Genesis for adults? Spectacular visual development? The answer can’t be NO.
✨7 days left to help support GENESIS on KICKSTARTER! ✨Link down below !!!
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Higher difficulty = Monsters spawn with elemental typing (red, blue, yellow glows) This already adds a lot of variety with just one monster. #gamedev

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Claustrophobic? Laserman (the first starter character) knows how to handle those who lack personal boundaries. #screenshotsaturday
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Underwater illustrative visuals? Don’t pass this up.
It's #pitchyagame! Currently building Tides of Tethys, a roguelite, exploration RTS with some city building. Random unit traits, randomized levels, equippable gear...and the good old "die, unlock stuff, repeat and get stronger " from Roguelites. Demo's available now!
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Catch and summon monsters you fight. And then build an army. I’m almost tempted to implement a warthog where summons all jump in. Good idea or nah? #screenshotsaturday #gamedev
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Epic Games Launcher, especially Fab really needs to be optimized. Can't even browse stuff sometimes.
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